bevy/pipelined/bevy_sprite2/src/render/sprite.vert
2021-07-24 16:43:37 -07:00

17 lines
361 B
GLSL

#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec2 Vertex_Uv;
layout(location = 0) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform View {
mat4 ViewProj;
vec4 ViewWorldPosition;
// vec3 ViewWorldPosition;
};
void vertex() {
v_Uv = Vertex_Uv;
gl_Position = ViewProj * vec4(Vertex_Position, 1.0);
}